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Remove MobileSceneCapture, move everything to the shared SceneCaptureRendering file Remove MobileSceneCapture.usf #jira UE-118450 #rb Dmitriy.Dyomin, Jack.Porter #preflight 60f56cd41d824300016bdb7a #ROBOMERGE-SOURCE: CL 16882854 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935) [CL 16882856 by florin pascu in ue5-release-engine-test branch]
48 lines
1.9 KiB
C++
48 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MobileTranslucentRendering.cpp: translucent rendering implementation.
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "HAL/IConsoleManager.h"
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#include "RHI.h"
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#include "HitProxies.h"
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#include "Shader.h"
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#include "StaticBoundShaderState.h"
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#include "SceneUtils.h"
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#include "RHIStaticStates.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "GlobalShader.h"
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#include "SceneRenderTargetParameters.h"
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#include "SceneRendering.h"
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#include "LightMapRendering.h"
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#include "MaterialShaderType.h"
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#include "MeshMaterialShaderType.h"
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#include "MeshMaterialShader.h"
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#include "BasePassRendering.h"
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#include "DynamicPrimitiveDrawing.h"
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#include "TranslucentRendering.h"
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#include "MobileBasePassRendering.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PipelineStateCache.h"
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#include "MeshPassProcessor.inl"
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#include "ClearQuad.h"
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void FMobileSceneRenderer::RenderTranslucency(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
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{
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const bool bShouldRenderTranslucency = ShouldRenderTranslucency(StandardTranslucencyPass) && ViewFamily.EngineShowFlags.Translucency && !ViewFamily.UseDebugViewPS();
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if (bShouldRenderTranslucency)
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{
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderTranslucency);
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SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);
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SCOPED_DRAW_EVENT(RHICmdList, Translucency);
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SCOPED_GPU_STAT(RHICmdList, Translucency);
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RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
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View.ParallelMeshDrawCommandPasses[StandardTranslucencyMeshPass].DispatchDraw(nullptr, RHICmdList, &MeshPassInstanceCullingDrawParams[StandardTranslucencyMeshPass]);
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}
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}
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